Showing posts with label patrick goddard. Show all posts
Showing posts with label patrick goddard. Show all posts

Thursday, May 23, 2013

202. Other People's Heroes

August 2010: The summer of 2010 saw several major series underway, and two that I wanted to look at just a little more closely are a pair written by 2000 AD veterans Pat Mills and John Wagner. They are both revisionist looks at much older series. Savage, of course, has been giving 'em both barrels for several years now. "Crims" is Book Six of the series, written as always by Mills and drawn by Patrick Goddard. It sees Bill Savage, now using another undercover identity, getting help from several of London's criminal gangs to get the manpower and resources to infiltrate a Volgan command center. The Volgs have countered the Allies' super sci-fi robots with teleportation, and somebody needs to get in there and shut them down. As it is, Allied robots have already been pushed back out of Wales...

"Crims" is just beautifully drawn by Goddard, who piles on the detail and the ink. It is, surprisingly, a little longer than the usual Pat Mills story of late. For the previous six or seven years, Mills had been working in blocks of 60 pages broken down into ten episodes. When episode ten of this story didn't end the book -it continues for another 30 pages and wraps with part fifteen - it really surprised readers who'd become used to Mills' tropes. But the really splendid part comes with an interlude in the middle of the story.

Some of the dialogue is a little labored when Mills introduces the surviving player of a '60s rock band who, like Syd Barrett, retired into hermitage after a short time in the spotlight. Only this fellow kept his considerable record royalties to live in some peace and quiet on Eel Pie Island. He was happy to let the world think that he was another acid casualty; it was actually his girlfriend, a hippie chick who'd been linked with Brian Jones and all the big names back in the day, who had lost her mind. He retreated from the limelight and spent the next few decades engaged in research into the sort of sci-fi physics that would come in handy fighting the Volgans' teleporters. So it's a little contrived, but the human elements to the story are incredibly effective, and Goddard's artwork is just amazing. It is some of the best black and white artwork that 2000 AD has seen in years.

But the thing that really demands comment this time out is the first chunk of "The Life and Death of Johnny Alpha." It's an interesting case of Wagner aping Mills' technique, and using the style that Mills had designed for his Slaine and ABC Warriors stories many years before. When this story concludes in 2014, it will be at least 40 episodes long, a huge epic that sees Johnny Alpha's revival and the second war between mutants and humanity. But before we get to that point, there's the major and controversial business of Wagner killing off the character of Feral.

Okay, so there are two things to explain before getting into this, both the factual and the fictional background of what has happened previously. I'll try to keep this reasonably simple. Feral is a character who was introduced by Alan Grant in his final Strontium Dog serial in 1990. That story concluded with Johnny Alpha's death, and Feral was one of a number of supporting players who made their way into a sequel series, Strontium Dogs, which was helmed by Garth Ennis from 1991-93, and then by Peter Hogan until its cancellation in 1996. This coincided with then-editor David Bishop letting Hogan know that his services were no longer required at 2000 AD and finishing off Hogan's final scripts for the series with the pseudonym "Alan Smithee."

Now, depending on who you ask, Strontium Dogs was either a long-winded bore of subplots that never went anywhere, whose main cast were characters not strong enough to anchor a strip of their own, dropped irregularly into the lineup as space filler until the next launch prog, or, alternately, it was one of the few things during the dark days of the early 1990s that held any promise and was written with a sense of maturity and intelligence, especially when half or more of every issue was written by Mark Millar in "explodo-vision." I say this, respectfully, because the Ennis-Hogan Strontium Dogs certainly has its fans, many of whom came to the comic during this bleak years and have stuck around. I may not be among them, but there are certainly more readers who remember Dogs fondly than there are who liked, say, Bix Barton as I did.

But one thing seems clear: John Wagner didn't seem to think much of Peter Hogan's work. He puts his opinion in mean black and white about halfway through the story. "The Life and Death of Johnny Alpha" is structured as though it's excerpts from an academic history of situations famous enough to warrant multiple, competing, biographies. What we're about to learn about Feral is very much at odds with the reports from previous chroniclers, and Wagner flatly dismisses the earlier work by "the notorious fantasist Ho Gan." Ouch. This won't be good.

While Ennis and Hogan's Feral was a tough, scared kid dealing with an increasingly bizarre mutation and slowly gaining the maturity and insight to become a leader, Wagner reveals him to be a coward and a bungler, who wanted to do the right thing from time to time but lacked the spine to do it. The story opens with longtime supporting player Middenface McNulty teamed with newcomer Precious Matson, who has heard from reliable sources that Johnny Alpha's skeleton was not left behind in the other dimension as depicted in "Final Solution," but rather, his body was returned to Earth by Feral. The trail eventually leads them to Feral, who is a condemned man awaiting execution on the planet of Garn.


Garn is one of those planets that really only makes sense in the context of Strontium Dog. It's a perfect mix of an oddball culture and black-as-coal comedy. The Garnians do not have noses, and consider any species that does have noses to be ungodly. They allow McNulty and Matson to visit the condemned, in deference to the renowned hero Johnny Alpha, but while they're in public, they have to wear masks that cover their offensive honkers. Feral is sentenced to die here for an act of small-scale sabotage to cover his escape from a spacecraft, but there was an accident and dozens were killed. Capital punishment on Garn is carried out by immolation: Feral is to be burned at the stake. Worse, they're fattening him up so that he'll burn cleaner. When our heroes meet him, he weighs at least three hundred pounds.

Feral is a very bitter and ugly man, not at all the person who starred in the Ennis and Hogan stories. He is willing to confirm what McNulty and Matson have already learned: he brought Johnny's body back, where it remained in some state of preservation, not decaying at all, and spread the lie that the beast that we saw in the last episode of "Final Solution" left him nothing but broken bones. Beyond that, he won't say a thing, including where Johnny's corpse is now, until McNulty and Matson spring him. The following episode sees our heroes doing exactly that, because this is an action-adventure melodrama, and we expect that sort of thing.

So Feral goes on to explain that he took Johnny's corpse to the mysterious planet Zen, where the land is in a constant state of flux and where bizarre, towering Stone Wizards - great big pillars of animated rock - are said to have the power to revive the dead or reverse the effects of evil sorcery like what killed Johnny. Feral eventually finds the Wizards, who are unimpressed with the work of the Lyran magic. They agree to revive him, but only in return for Feral's life. He declines, buries Johnny in a forest, and makes his way into the troubled life that seemed to end almost ten years later at Garn until McNulty and Matson rescued him.

And then we get the blunt stick of reality. McNulty is an alcoholic has-been and Matson is a journalist. They didn't rescue him. Of course they didn't. They staged the abduction with the assistance of the Garnian authorities to persuade Feral to talk. The execution is going on as scheduled. Ouch.


I'm not saying that Feral's fans are legion or anything, but this just plain ticked off a few people. Over the course of about four episodes, Wagner and Ezquerra completely demolished the character of Feral, declaring his earlier heroics to be unreal fictions and giving him an ignominious and pathetic end. Myself, I always thought that Feral was cut from far too close a cloth as what was trendy and kewl in American funnybooks. He was all claws and spikes and everything that every Wolverine wannabe was like in the early 90s. Still, it's a heck of a bad way to go out.

Sometimes, heroes don't get to go out either in a blaze of glory or down the happy path of retirement. Feral screwed up, often, and lots of people died, and his execution - preceded by the ritual slicing-off of his nose as one final indignity before death - is ugly and horrible. It kind of goes without saying that it is unlikely that any American superhero book would be so bold. Can you imagine a character like Hawkeye or Aquaman meeting a final fate so ugly and demeaning? Heck, you can't even imagine a character like Hawkeye or Aquaman meeting a final fate, period. They get resurrected as quickly as a new writer can flick the reset button.

Actually, the nearest thing that I can think of was a stunning 1997 issue of Starman by James Robinson and Dusty Abell, in which the criminal the Mist killed off at least four DC Comics D-listers: Crimson Fox, Ice, Amazing Man, and Blue Devil. At least one of those four seems to have stayed dead.

And on that note, we'll come back to Johnny's very controversial resurrection when the second chunk of this lengthy epic appears. More on that in chapter 212.

In the next chapter, however, 2000 AD gets its first really memorable female lead in quite some time with the debut of Rowan Morrigan in Age of the Wolf See you in seven!

Thursday, February 28, 2013

194. Writing About Robots

June 2009: With the arrival of the first wave of Mark One War Droids on the shores of Great Britain to climax Book Five, everything in Pat Mills' Savage that has spent the last two years threatening to change does so, terminally and completely. It, at last, pulls the strip completely away from its previously well-regarded incarnation as a grim, real-world resistance thriller and into the lowbrow (but fabulous) science fiction world of The ABC Warriors and Ro-Busters. I think that it's possible to mourn the loss of the thrilling, grounded world that was presented in the first three Books of the series, as drawn by Charlie Adlard, while also celebrating the new world of robots and other bizarre super-tech that makes up the Patrick Goddard-drawn larger chunk of the series. I write this as Book Eight is winding down to its conclusion in contemporary issues of 2000 AD. The smart money is on the next book in the series being the final one.

As much as I love 2000 AD, I do think that there are one or two things that the editorial droids could do to improve the experience, and not put quite so much on the readers' shoulders. True, we readers could take the initiative and dig out our back issues, or call digital copies of 'em up from the recesses of our laptops, or even consult Wikipedia before a series returns for a new outing, but, hey, some of us are busy adults and parents now and don't have the time to commit every detail to memory like we did in the 1980s, nor the time to do a quick bit of research before starting a new story. I say this because, if we must go months and months or, literally, years between stories in a series, Tharg, then the least you could do, Tharg, is program a short recap or prologue episode before the new story begins. I'd honestly rather see a detail-packed two-page prologue to Defoe and a two-page prologue to Damnation Station sharing space in the issue before those two series return than I would a one-off Future Shock that nobody's ever going to remember.

I mention that because Book Four of Savage pulled a trick that quite a few readers missed at the time. (No, not just me!) After the first three books in the series were set one after the other across two months in 2004, there's a gap of three years before Book Four. And then Book Five is set two years further on. Unless you're paying attention to the date in the narrative captions, which some of us are evidently pretty bad about doing, then you're bound to be wondering why in the world the story is acting like the Volgans never left Britain when Book Three ended with the occupying force pulling troops out. In the three-year gap between stories, it turns out, the Volgs acted remarkably like some real-world forces did in the middle East while deciding whether the "host" nation was ready to conduct its own affairs and, "regrettably," elected to force themselves back on Britain with a "surge."

Now, to Mills' credit, most of this really is spelled out in black-and-white with dialogue, but a lot of it is also hinted. He's trusting readers to get all the nuances of his story, but at the same time forgetting that his audience is no longer made up of young readers with the disposable time to read each episode five or six times before the next one is printed, but, honestly, grown-ups with a heck of a lot more going on in their life. If Savage were to appear as an annual sixty-page chunk, then perhaps it would read even better. Truly, even after three episode-by-episode reads of Books Four and Five, which I found rewarding but mildly frustrating, it wasn't until I sat down with the collected edition that all of the material firmly clicked. I understand that it seems counter-intuitive to suggest that older readers need a little more background information than younger ones, but things are different when you can't afford the time to give a weekly comic book all of the attention that you desire.


The funny thing, of course, is that older readers will often mask their "I can't understand it" complaints under the guise of being concerned for younger readers, who could not possibly comprehend something so confusing, which is balderdash. I read a Doctor Who forum where that's one of the principal complaints about the recent episodes, that kids could not possibly understand what the heck is going on with twisty timelines and paradoxes and time babies and Weeping Angels, when there's no empirical evidence that any child, anywhere, is actually confused. And that's the complaint that leads DC Comics to restart and refurbish their continuity every six years or so, because things are allegedly too confusing for "the kids." Well, no, I had no problem as a six year-old understanding that this Batman was from Earth-One, and this Batman was from Earth-Two and has a daughter who's the Huntress, who aggravated the criminal in the tiger costume who previously had that name and is also called the Tigress, and so on. No, kids understand this stuff just fine. It's just that parents have mortgages and insurance bills sucking away vital thrill-sections of the brain, and we could use a little help, Mighty One.

And with Defoe, we could use a lot of help. Again, it's a terrific series, but with the beginning of Book Three in prog 1640, Mills seems hell-bent on forcing every reader to either keep a running scorecard of the characters, or just ignore them all, say that Titus Defoe, his ally Damned Jones, and their enemy La Voisin are the only characters that matter, and everybody else is background color.

If I remember the anecdote, it's actually Mills himself who suggested that team-led series don't work in 2000 AD, with The ABC Warriors being just about the only exception. (I'd say probably the original V.C.'s as well, but there weren't very many of them.) What Mills might have forgotten is that each of the Warriors was introduced as a huge presence on their own right. The story began with the already established Hammerstein and two very individual characters, Joe Pineapples, the world's greatest sniper, who then only talked in short bursts of letters and numbers - "J4! A1!" - and Happy Shrapnel, who was a demented hillbilly robot in a coat and hat who went "Bzzzt!" all the time. Kind of hard to confuse those three.

And as the weeks went on, each new Warrior was introduced in standout stories with easily identifiable traits and quirks that were repeatedly hammered in with every subsequent story. Mongrol was the big one with the catchphrase "Smush!" who shouted the name of his "creator," Lara, all the time. Deadlock was the one with the giant, toothy grin, cloak, sword, and strange magical powers. Blackblood was the villain who went "Hssssss!" and drank oil and was programmed for treachery. You can't read their introductory adventure and forget them, ever.


Defoe has a cast of a couple of dozen characters, and there's absolutely no telling which of them are ongoing supporting players and which are passing in the night. I swear that bare-knuckled boxer who moonlights as a dung collector in Book Two got more screen time than half of Defoe's Dirty Dozenne of zombie-killing captains, and he got burned to death by a bunch of fire reeks.

Book Five of this series is said to begin in the summer, and I'm certainly looking forward to it. It's beautifully drawn by Leigh Gallagher, I love the quiet tough-guy dialogue from the hero, and it's got more bizarre and wild ideas than you can count. Unfortunately, it's also got more characters than anybody can count, either. I am old and decrepit and it's been three years since the last story. I don't know about you guys, but I sure could use a refresher before all the bloodshed recommences.

What were we talking about again? Did I have something to say about robots?

Next time, Armitage and Darren Dead are at large in the Megazine. See you in a week!

Thursday, November 8, 2012

185. Amerika the Amazing

July 2008: As I create these articles, I often find myself overlooking Judge Dredd, planning in advance to highlight one of the other stories running. "The Edgar File," a major seven-part story by John Wagner and Patrick Goddard, however, demands everybody's attention. Even as Wagner has solidified his skills writing police procedurals and giving Dredd a meticulous and detailed approach to investigation, this one really is a standout. It makes you wish Rebellion would skip ahead in their Case Files to Volume 35 or whatever it will take to start getting big, complete collections of the modern series in print, so that those foolish non-scrots who still haven't caught on can have their minds more easily blown.

In this story, one of Dredd's longtime adversaries in Justice Department, the politically powerful Jura Edgar, is finally dying of cancer, and gives our hero a file with virtually no information or background. She's pulled similar stunts in the past, knowing that Dredd will, impartially, investigate whatever hints can be found in one of Edgar's secret files. This time, there's a trail of corruption that goes right up to the Council of Five, and an influential retired judge who has remained in Mega-City One as a private citizen, and a really surprising twist revelation right at the end about Edgar herself.

There are some artists who handle Wagner's police procedural side better than others. As mentioned a few chapters previously, Nick Dyer didn't really do a very good job with his first effort. That's in part because his fun and whimsical style didn't really match the downbeat and very wordy script. Patrick Goddard is a much better choice for this kind of adventure. He'd already acquitted himself with a fine Dredd procedural about a serial killer, "Your Cheating Heart," in 2006, and this is even better.


As often happens, the rest of the prog is trying to catch up to Wagner's Dredd. Pat Mills and Leigh Gallagher's Defoe is huge fun, as is a curious future war serial called The Vort by G. Powell and D'Israeli that we'll come back to next time. Sinister Dexter is here, but the real gem is a really thrilling Nikolai Dante story by Robbie Morrison and Simon Fraser. It's called "Amerika" and it's a complete rollercoaster, full of really unpredictable and wild twists. Dante is not a strip that sticks to a status quo for very long, and this story ends the "sword of the tsar" portion of the series pretty terminally.

It's been understood for some time now that Nikolai has been working quietly to assemble underground forces against the tsar, but it all looks set to fall apart after this visit to the ugly and impoverished North American continent. New York is a decaying, overpopulated mess under brutal martial law, with hints and traces of wealth and wonder. About half the populace has bought into VR implants from the Futura Corporation just to pass the time.


This series is always at its best when Dante looks to be in way over his head, and this one's a jewel for fans who enjoy the character facing impossible odds. He's already confounded about how to protect Jena, who's still furious with him after his last dalliance with the Countessa, from militias and self-styled, super-powered "freedom fighters" - resemblances to various Marvel characters intentional - when it turns out that the White Army is involved. These are the weird extraterrestrials who've been scheming to assimilate all flesh into their techno-organic hive mind, and they've got a much larger beachhead in Amerika than anybody thought...

It's a great story, and Fraser is really on fire with his art. The story is memorable for some amazing and meticulous architecture, with the double-page spread that shows the decaying Manhattan a candidate for one of the most amazing pieces of artwork to ever appear in the comic.

Next time, another surprise twist, this time in The Vort, plus a little more about Defoe and the thunderous finale of "Amerika." Be back in a week!